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blankseplocked New Idea - Reroute Ship's Shield Power for DPS bonus
 
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yaikie
Posted - 2011.01.05 23:57:00 - [1]
 

One of the most memorable parts of Sci Fi lore is when the ship captain tells his crew to reroute all of the ships available power to shields, in order to survive a volley of death missiles, or to reroute ship power to the warp drive, so that they may run away faster

I thought you should be able to do the same in eve - there would be an interface that displayed the ships power distributions to propulsion, weapons, and shields. Lets say the rats are pushing you into structure, and you need to squeeze a few more def points out of your shields. So you reroute the ships propulsion power into shields, allowing a higher def rating at the cost of max speed dropping to 20m/s.
In the interface, it would display power distributions at 30% propulsion, 30% shield, 40% dps. so following the example above, you would modify the distribution so that it becomes 0% propulsion, 60% shield, 40% dps
of course the exact mechanics would need to be tweaked, but the basic concept remains


another example would that if your ship is being warp scrambled, you could reroute power from propulsion, weapons, etc. to stabilize the ships warp core, allowing one to warp away even while being scrambled. I feel this system would work much better than the current warp core stabilizer method. the possibilities are endless...

This would have a similar function to overheating mods, except that the penalty to rerouting power would be a reduction to the ships other capabilities, rather than damage to modules.
this adds another layer of much needed complexity to eves rather dull ship interface, and like heat, newcomers need not bother with this advanced feature until they want to

Drakarin
Gallente
Absentia Libertas Solus
Posted - 2011.01.06 04:39:00 - [2]
 

Yep, sounds pretty cool to me. I think that, in addition to this, you should be able to manually target individual subsections of a ship. Targeting the shield array directly for instance could either deal more base damage, or have a small chance to knock the shields down. Less extreme perhaps, simply having a chance that the damage bypass the shields entirely on the next volley (bringing the shields down for a few seconds).

If you target the sub light engines, well, that's self explanatory. Base speed is crippled until repaired (could take X amount of time depending on the ship, also giving a purpose to ship crews). This would also increase align time.

Targeting the warp core would allow for a chance to disable it for X amount of time (the variables and numbers are not important here, they will be tested in SiSi first of course) with a small chance of critically destabilizing it. If this occurs, the ship would have to be towed (via ship tractor that only works on abandoned or crippled ships out of combat) back to a station to repair.

You get the idea. This would add a lot more dynamic play to PvP.

Goose99
Posted - 2011.01.06 06:26:00 - [3]
 

Nightmare to balance. But it would add actual skill as a factor in eve pvp, which is desperately needed in its current sorry state.

Twilight Runner
Posted - 2011.01.06 07:26:00 - [4]
 

There is an overload button for most modules,

Hirana Yoshida
Behavioral Affront
Posted - 2011.01.06 10:11:00 - [5]
 

Way to convoluted and sounds eerily like a rip-off from ST:O (from what I saw of beta footage) Very Happy

An old wish, especially from the blaster/laser crowd is the ability to dump capacitor into weapons to increase damage of a single volley.
Much easier to do, makes sense in Eve system where capacitor is the central system and does what you seem to want.

Penalties could/should include a 5-10s delay before capacitor is able to receive a new charge (transferred or "normal"), increase in ammo consumption (looking at you Missile/AC!) or an immediate cycle-off for all modules.

Ranka Mei
Caldari
Posted - 2011.01.06 10:34:00 - [6]
 

Originally by: yaikie

(...) another example would that if your ship is being warp scrambled, you could reroute power from propulsion, weapons, etc. to stabilize the ships warp core, allowing one to warp away even while being scrambled. I feel this system would work much better than the current warp core stabilizer method. the possibilities are endless...


And especially since the possibilities are endless, the idea is impractible.

Quote:

This would have a similar function to overheating mods, except that the penalty to rerouting power would be a reduction to the ships other capabilities, rather than damage to modules.
this adds another layer of much needed complexity to eves rather dull ship interface, and like heat, newcomers need not bother with this advanced feature until they want to


When you're being warp scrambled (like prior to a gank), max cruising speed, or max DPS, is not going to matter much to you: you just want out. In essence, your proposal allows for an ad-hoc 'deus ex machina' fitting of your choice, magically giving you abilities you didn't fit for (like fitting enough warp core stabs).

So, no, not supported.

-1

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.01.06 10:50:00 - [7]
 

armour tankers would reroute shields all the time.

The concept could work if all ships relied on shields for their main defense, but they don't.

Deviana Sevidon
Gallente
Panta-Rhei
Butterfly Effect Alliance
Posted - 2011.01.06 11:34:00 - [8]
 

Originally by: Glyken Touchon
armour tankers would reroute shields all the time.

The concept could work if all ships relied on shields for their main defense, but they don't.


It might still work, the biggest downside of armor tanking right now are the mass they add to the ship and the PG requirements of plates, which can cripple the DPS of a ship. For this reason, more and more ships are used with passive shield setups in PvP, even when a ship has an armor tank bonus.

Subsystem targeting was at one time one of the planned features, at least being worked on as a concept, but I it was quietly dropped years ago.

Subsystem targeting:
Less damage and/or additional chance to miss. Chance that a percentage of the damage bypasses shields and armor and is directly applied to structure. Chance for a targeted subsystem become disabled or less effective for a short while.

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2011.01.06 13:19:00 - [9]
 

Freespace and Freespace 2 both had engine, gun and shield toggle bars. It was an interesting game mechanic.

Goose99
Posted - 2011.01.06 16:30:00 - [10]
 

Originally by: Kara Sharalien
Freespace and Freespace 2 both had engine, gun and shield toggle bars. It was an interesting game mechanic.


Almost all space sims do. Eve is one of the rare exceptions.

Anubis Xian
Ministry of War
Posted - 2011.01.06 16:33:00 - [11]
 

Yes, Eve needs MOAR Freespace.

Goose99
Posted - 2011.01.06 16:35:00 - [12]
 

Originally by: Goose99
Originally by: Kara Sharalien
Freespace and Freespace 2 both had engine, gun and shield toggle bars. It was an interesting game mechanic.


Almost all space sims do. Eve is one of the rare exceptions.


Originally by: Anubis Xian
Yes, Eve needs MOAR spacesim.


Yes, it needs more spacesim and tactical complexity, less blobbage.

Vertisce Soritenshi
SHADOW WARD
Tragedy.
Posted - 2011.01.06 17:33:00 - [13]
 

Old idea. Been brought up before and shot down for one reason or another. Moving on.

Srioghal moDhream
Posted - 2011.01.06 19:14:00 - [14]
 

Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.

Goose99
Posted - 2011.01.06 20:02:00 - [15]
 

Originally by: Srioghal moDhream
Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.


Other space sims have those, plus power rerouting. But clearly, we can't have nice things.Laughing

Draco Llasa
Thundercats
Posted - 2011.01.06 20:37:00 - [16]
 

This is actually not a bad idea if played out right. i dont think the OP is fully thought through nor was it meant to be..
I always thought it was an issue that, 1 ship if, tackled will die 90% of the time to the aggressor.

Now lest say you jump into a gate and you are tackled as your 3 mates warp out (yer just a bit slower). You are not traveling alone, you are not unscouted, you are not violating any of the common sense rules. But your BS is now tackled by 1 BC and 2 cruisers. What if you have the ability "re-route" power in this manner. It should NOT provide anti scram ability but what if you lost ability to output DPS in exchange for more shield/armor either more HP %, boost to resist, or rep rate.. or something. Something that would allow you a chance to deal with the situation vs going pop before you can get to the gate or your friends come back to help.

I know a lot of people enjoy getting cheap ganks i do too but im sure MOST of us highly dislike being the victim of that cheap gank. especially when your well fit expensive BS dies to 3 cruiser class ships.

I often thought 1 BATTLEHIP should not be easily taken down by just 1,2,3 smaller ships.. but without huge buff to BS this is just the way it is.. this mechanism, if thought out well could provide that buff only in certain cases. it wouldn't make large fleets over powering and it doesn't make single ships invincible.

no DPS in exchange for more HP/resist
loose HP/resist in exchange for higher chance for perfect hit (not more overall dps)
less speed in exchange for higher resist
More speed in exchange for lower damage and HP or resists
(just some random ideas)

it should be small but meaningful adjustments that can ad depth and tactical advantages if used well and should NOT be a way to allow stupid noob carebears to wander safely through low/null sec.

Corporal Punishment08
NosWaffle
Nostradamus Effect
Posted - 2011.01.06 22:44:00 - [17]
 

Yeah this is a cool idea, though probably pretty hard to implement. Also, targeting certain systems, that would be kind of pointless, cause you'd obviously just go after the shields/armour which is what we do anyways. If going after the cap, that's what energy neuts are for.

But the re-routing is cool. Sacrifice your own stuff to kill faster/better. Re-routing shield recharge for ROF, or armour max HPs for better tracking. Obviously a DIRECT increase to simple damage would make no sense...

Definately would probably be extremely hard to implement though. More variables...

William Cooly
Sol Enterprises
Posted - 2011.01.06 23:53:00 - [18]
 

Originally by: Srioghal moDhream
Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.


This tbh.

Ephemeron
Caldari Provisions
Posted - 2011.01.07 00:00:00 - [19]
 

Something like this definitely has potential for a great game.

However, EVE was not designed with that concept in mind. I don't see how CCP could add such a thing now, even if they liked the idea.

Draco Llasa
Thundercats
Posted - 2011.01.07 00:02:00 - [20]
 

Edited by: Draco Llasa on 07/01/2011 00:04:41
Originally by: William Cooly
Originally by: Srioghal moDhream
Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.


This tbh.


Too simple minded.. if we just say USE MODULE, then why do we have logi.. you want reps just fit rep modules.. and get rid of overloading too while you are at it.

I really see this as an expansion on overheating not replacement (but it may).. it allows for a small variability in your ship setup to accommodate situationally dependent task.. obviously you cant fit your ship for every situation.. nor should you be able to.. but if you have the ability to react to situations with more options such as this .. that's good.. there are still a lot of decision to be made.. Its not a big "GET AWAY" or "DIE" button in the screen.

If you get tackled do you want to give up dmg for buffer to get back to gate or hold out for help (BAIT!!).. do you want to give up buffer for speed to get out or to the gate faster? decisions and strategy are still there and either one could go very badly if you are not skilled and wise.

Even in big fleet fights.. if you give up large buffer in order to allow your 150 man BS fleet to inflict more damage, you run the risk of getting instapopped by the enemy fleet. In large scale this means the side using the tactic to get more/better damage will likely suffer more losses while the other side would get hit harder but be able to deal with better.
Would this change combat dynamics? yes, but i think it could be positive.

nugget906
Posted - 2011.01.07 00:46:00 - [21]
 

Originally by: William Cooly
Originally by: Srioghal moDhream
Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.


This tbh.


Originally by: Goose99
Originally by: Srioghal moDhream
Isn't this already in the game? I think they are called modules. You put them in slots on your ship. If you want more shields you put on a booster, if you want better shields you put on a hardener, if you want more speed you put on a MWD. If you want all of these to work better you overheat them.


Other space sims have those, plus power rerouting. But clearly, we can't have nice things.Laughing

Misanthra
Posted - 2011.01.07 02:36:00 - [22]
 

Balance would be hard with this. Pick on the obvious one....dramiel. NErf its propulsion power and its still a fast ship. fast ship that really doesn't need a dps boost tbh.

Or caldari...not like they are known as the speed tank race. Nerf drake propulsioin to boost the shields...oh noze you are going 1 m/s vice 5 m/s. Again an easy target lol (I alwasy laugh at npc ai in missions when they webbed my drakes...I mean really, whats the point lol).

Would fix dreads though. Not like they need propulsion. Sit still to not drift away, seige and bash away. Ain't moving anyway...let them get a nice dps boost and relive the days when they were more than just target practice for moms.


 

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